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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 1de919bf30..396ceacd19 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -86,14 +86,14 @@ void main()
vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy;// + (disturbance * 0.02); //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
- //cloudDensity *= 1.0 - (density_variance * density_variance);
+ cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
@@ -104,7 +104,7 @@ void main()
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
- //alpha1 *= altitude_blend_factor;
+ alpha1 *= altitude_blend_factor;
//if (alpha1 < 0.001f)
//{